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40 Commits

Author SHA1 Message Date
Ishaan Bhardwaj
34fcc3f659 Merge pull request #77 from Kirby703/master-1
easter egg
2023-08-13 15:49:56 -04:00
Kirby703
4caa268adc easter egg
scholars remain divided on whether 15640 frames should also be rounded up so as to never jump by .03, or whether it should remain rounded down so as to only have one exceptional timestamp rather than two
2023-08-13 13:51:36 -04:00
Ishaan Bhardwaj
a79552a6f3 Pitching BGM added and implemented in replays 2023-07-30 04:53:23 -04:00
Ishaan Bhardwaj
cd90405865 Simplified Big A2 code 2023-07-27 06:00:48 -04:00
Ishaan Bhardwaj
e69659b2ad Changed the order of the image extensions list
To avoid Funny Stuff
2023-07-26 05:20:55 -04:00
Ishaan Bhardwaj
d90e382037 Merge pull request #76 from infinifen/survival-2020-math-fix
Fix a typo causing crashes in Survival 2020 level 1500+
2023-07-22 11:29:39 -04:00
infinifen
ba6f5bb837 Fix a typo causing crashes in Survival 2020 level 1500+ 2023-07-22 13:21:21 +02:00
Ishaan Bhardwaj
39e9dc3303 Fixed pressing F8 twice at the title screen 2023-07-21 22:55:00 -04:00
Ishaan Bhardwaj
a1f0dfd9f2 Hotfix: Key config screen draws the correct background 2023-07-16 18:40:10 -04:00
Ishaan Bhardwaj
2a21484137 Bump version to v0.3.4 2023-07-16 02:02:55 -04:00
Ishaan Bhardwaj
50410958f0 Re-add clamp for backgrounds beyond the limit 2023-07-16 01:54:20 -04:00
Ishaan Bhardwaj
6fb583e463 Typo fix 2023-07-16 01:52:02 -04:00
Ishaan Bhardwaj
91c8dc3dcc Bump version to v0.3.3.3 2023-07-16 01:50:42 -04:00
Ishaan Bhardwaj
2166a3c6d8 Added support for backgrounds that are not 1280x960 2023-07-16 01:49:26 -04:00
Ishaan Bhardwaj
1556b247fe Style fixes for last pull request 2023-07-16 01:06:06 -04:00
Ishaan Bhardwaj
23d9feb357 Merge pull request #74 from aur9ra/add-video-background-support
Add video background support
2023-07-16 00:48:35 -04:00
Ishaan Bhardwaj
c693871621 Added error handling in the case of a corrupt replay 2023-07-16 00:46:45 -04:00
aur9ra
2ba3611c56 Added support for video backgrounds 2023-07-15 21:28:03 -07:00
aur9ra
602e7105ab Merge branch 'master' into add-video-background-support 2023-07-14 23:23:49 -07:00
Ishaan Bhardwaj
7199aa7ef6 BGM playing changes and bugfixes 2023-07-15 02:18:43 -04:00
Ishaan Bhardwaj
a972c31d9a Merge pull request #73 from aur9ra/feat-show-invis-in-replay-option
show invis in replay
2023-07-15 01:59:07 -04:00
aur9ra
02f314997d Removed unnecessary change 2023-07-14 22:55:10 -07:00
aur9ra
4769daedf4 Added show invis support to replays. 2023-07-14 22:50:16 -07:00
aur9ra
4478c07acf First commit, WIP 2023-07-14 17:54:35 -07:00
Ishaan Bhardwaj
52d4aeb3d0 Merge branch 'Tetro48-replay-qol' 2023-07-10 20:51:02 -04:00
Ishaan Bhardwaj
91279c9f38 Merge branch 'replay-qol' of https://github.com/Tetro48/cambridge into Tetro48-replay-qol 2023-07-10 20:50:44 -04:00
Ishaan Bhardwaj
0572803627 Fixed a slight indentation error 2023-07-09 22:35:07 -04:00
Tetro48
1fef7b4880 Added replay fast-forwarding 2023-07-10 08:58:09 +07:00
Ishaan Bhardwaj
e09b044de4 Merge pull request #71 from Kirby703/patch-13
fix lategame levelling bug
2023-07-09 20:45:35 -04:00
Kirby703
7d6f783c40 fix lategame levelling bug 2023-07-09 20:06:27 -04:00
Ishaan Bhardwaj
9d365f61a7 Merge pull request #70 from Kirby703/patch-12
fix duplicate cool at 2000
2023-07-09 15:44:04 -04:00
Kirby703
082697c3cd fix duplicate cool at 2000
now you have to survive the roll for gm! terrifying
2023-07-09 15:41:19 -04:00
Ishaan Bhardwaj
788aa11470 Bump version to v0.3.3.2 2023-07-07 18:16:34 -04:00
Ishaan Bhardwaj
a303e82b90 Merge branch 'master' of https://github.com/millabasset/cambridge 2023-07-07 18:14:20 -04:00
Ishaan Bhardwaj
b06d03c4e6 Fix bravo detection 2023-07-07 18:14:17 -04:00
Ishaan Bhardwaj
a6b8abff6d Merge pull request #69 from Kirby703/patch-11
hotfix cool logic
2023-07-07 17:19:24 -04:00
Kirby703
bdc317c3c5 hotfix cool logic 2023-07-07 17:10:24 -04:00
Ishaan Bhardwaj
71c9147a2c Merge pull request #68 from Kirby703/patch-10
re-add 180s and IRS wallkicks after inheritance change
2023-07-04 02:38:52 -04:00
Kirby703
79d706a415 re-add 180s and IRS wallkicks after inheritance change
fixes results of 323c457809
2023-07-04 02:27:04 -04:00
Ishaan Bhardwaj
5fa144f146 Fix Marathon 2020 section cool highlighting 2023-07-02 19:47:39 -04:00
24 changed files with 243 additions and 160 deletions

View File

@@ -60,6 +60,9 @@ function formatTime(frames)
min = math.floor(frames/3600) min = math.floor(frames/3600)
sec = math.floor(frames/60) % 60 sec = math.floor(frames/60) % 60
hund = math.floor(frames/.6) % 100 hund = math.floor(frames/.6) % 100
if frames == 15641 then
hund = math.ceil(frames/.6) % 100
end
str = string.format("%02d:%02d.%02d", min, sec, hund) str = string.format("%02d:%02d.%02d", min, sec, hund)
return str return str
end end

View File

@@ -6,14 +6,17 @@ bgm = {
} }
local current_bgm = nil local current_bgm = nil
local pitch = 1
local bgm_locked = false local bgm_locked = false
local unfocused = false
function switchBGM(sound, subsound) function switchBGM(sound, subsound)
if bgm_locked then
return
end
if current_bgm ~= nil then if current_bgm ~= nil then
current_bgm:stop() current_bgm:stop()
end end
if bgm_locked or config.bgm_volume <= 0 then if config.bgm_volume <= 0 then
current_bgm = nil current_bgm = nil
elseif sound ~= nil then elseif sound ~= nil then
if subsound ~= nil then if subsound ~= nil then
@@ -67,25 +70,28 @@ function processBGMFadeout(dt)
fadeout_time = 0 fadeout_time = 0
fading_bgm = false fading_bgm = false
end end
current_bgm:setVolume(fadeout_time * config.bgm_volume / total_fadeout_time) current_bgm:setVolume(
fadeout_time * config.bgm_volume / total_fadeout_time
)
end end
end end
function pauseBGM(f) function pauseBGM()
if f then
unfocused = true
end
if current_bgm ~= nil then if current_bgm ~= nil then
current_bgm:pause() current_bgm:pause()
end end
end end
function resumeBGM(f) function resumeBGM()
if f and scene.paused and unfocused then
unfocused = false
return
end
if current_bgm ~= nil then if current_bgm ~= nil then
current_bgm:play() current_bgm:play()
current_bgm:setPitch(pitch)
end
end
function pitchBGM(new_pitch)
pitch = new_pitch
if current_bgm ~= nil then
current_bgm:setPitch(pitch)
end end
end end

View File

@@ -1,17 +1,105 @@
backgrounds = { named_backgrounds = {
title = love.graphics.newImage("res/backgrounds/title.png"), "title", "title_no_icon", "title_night",
title_no_icon = love.graphics.newImage("res/backgrounds/title-no-icon.jpg"), "snow", "options_input", "options_game"
title_night = love.graphics.newImage("res/backgrounds/title-night.jpg"),
snow = love.graphics.newImage("res/backgrounds/snow.png"),
input_config = love.graphics.newImage("res/backgrounds/options-input.png"),
game_config = love.graphics.newImage("res/backgrounds/options-game.png"),
} }
current_playing_bgs = {}
extended_bgs = {}
image_formats = {".jpg", ".png"}
bgpath = "res/backgrounds/"
dir = love.filesystem.getDirectoryItems(bgpath)
local i = 0 backgrounds = {}
local bgpath = "res/backgrounds/%d.png"
while love.filesystem.getInfo(bgpath:format(i*100)) do local function loadExtendedBgs()
backgrounds[i] = love.graphics.newImage(bgpath:format(i*100)) extended_bgs = require("res.backgrounds.extend_section_bg")
i = i + 1 end
-- error handling for if there is no extend_section_bg
if pcall(loadExtendedBgs) then end
-- helper method to populate backgrounds
local function createBackgroundIfExists(name, file_name)
local format_index = 1
-- see if background is an extension of another background
if extended_bgs[file_name] ~= nil then
copy_bg = extended_bgs[file_name]
copy_bg = copy_bg / 100
backgrounds[name] = backgrounds[copy_bg]
return true
end
-- try creating image backgrounds
while format_index <= #image_formats do
for num, existing_file in pairs(dir) do
if existing_file == (file_name..image_formats[format_index]) then
local tempBgPath = bgpath .. file_name .. image_formats[format_index]
backgrounds[name] = love.graphics.newImage(tempBgPath)
return true
end
end
format_index = format_index + 1
end
-- try creating video background
if love.filesystem.getInfo(bgpath .. file_name .. ".ogv") then
for num, existing_file in pairs(dir) do
if existing_file == (file_name..".ogv") then
local tempBgPath = bgpath .. file_name .. ".ogv"
backgrounds[name] = love.graphics.newVideo(
tempBgPath, {["audio"] = false}
)
-- you can set audio to true, but the video will not loop
-- properly if audio extends beyond video frames
return true
end
end
end
return false
end
local function stopOtherBgs(bg)
if #current_playing_bgs == 0 and bg:typeOf("Video") then
current_playing_bgs[#current_playing_bgs+1] = bg
end
if #current_playing_bgs >= 1 then
while current_playing_bgs[1] ~= bg and #current_playing_bgs >= 1 do
current_playing_bgs[1]:pause()
current_playing_bgs[1]:rewind()
table.remove(current_playing_bgs, 1)
end
end
end
function fetchBackgroundAndLoop(id)
bg = backgrounds[id]
if bg:typeOf("Video") and not bg:isPlaying() then
bg:rewind()
bg:play()
end
stopOtherBgs(bg)
return bg
end
-- create section backgrounds
local section = 0
while (createBackgroundIfExists(section, section*100)) do
section = section + 1
end
-- create named backgrounds
local nbgIndex = 1
while nbgIndex <= #named_backgrounds do
createBackgroundIfExists(
named_backgrounds[nbgIndex],
string.gsub(named_backgrounds[nbgIndex], "_", "-")
)
nbgIndex = nbgIndex + 1
end end
-- in order, the colors are: -- in order, the colors are:
@@ -109,4 +197,17 @@ misc_graphics = {
strike = love.graphics.newImage("res/img/strike.png"), strike = love.graphics.newImage("res/img/strike.png"),
santa = love.graphics.newImage("res/img/santa.png"), santa = love.graphics.newImage("res/img/santa.png"),
icon = love.graphics.newImage("res/img/cambridge_transparent.png") icon = love.graphics.newImage("res/img/cambridge_transparent.png")
} }
-- utility function to allow any size background to be used
-- this will stretch the background to 4:3 aspect ratio
function drawBackground(id)
local bg_object = fetchBackgroundAndLoop(id)
local width = bg_object:getWidth()
local height = bg_object:getHeight()
love.graphics.draw(
bg_object,
0, 0, 0,
640 / width, 480 / height
)
end

View File

@@ -1 +1 @@
version = "v0.3.3.1" version = "v0.3.4"

View File

@@ -113,8 +113,8 @@ function love.keypressed(key, scancode)
saveConfig() saveConfig()
scene.restart_message = true scene.restart_message = true
if config.secret then playSE("mode_decide") if config.secret then playSE("mode_decide")
else playSE("erase") end else playSE("erase", "single") end
-- f12 is reserved for saving screenshots -- f12 is reserved for saving screenshots
elseif scancode == "f12" then elseif scancode == "f12" then
local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png") local ss_name = os.date("ss/%Y-%m-%d_%H-%M-%S.png")
local info = love.filesystem.getInfo("ss", "directory") local info = love.filesystem.getInfo("ss", "directory")
@@ -280,14 +280,6 @@ function love.wheelmoved(x, y)
scene:onInputPress({input=nil, type="wheel", x=x, y=y}) scene:onInputPress({input=nil, type="wheel", x=x, y=y})
end end
function love.focus(f)
if f then
resumeBGM(true)
else
pauseBGM(true)
end
end
function love.resize(w, h) function love.resize(w, h)
GLOBAL_CANVAS:release() GLOBAL_CANVAS:release()
GLOBAL_CANVAS = love.graphics.newCanvas(w, h) GLOBAL_CANVAS = love.graphics.newCanvas(w, h)

View File

@@ -0,0 +1,14 @@
-- ex: extend_section_bg[100] = 0
-- extend_section_bg[200] = 0
-- the video background associated with section 0 will continue playing into 100 and 200 without restarting.
-- will also cause any existing level 100, 200 backgrounds specified to NOT render.
-- please also note that you cannot currently extend any "named" backgrounds, such as "title" and "options-input"
extend_section_bg = {}
-- extend_section_bg[100] = 0
-- extend_section_bg[200] = 0
-- remove the dashes
return extend_section_bg

View File

@@ -16,9 +16,7 @@ function CreditsScene:new()
end end
function CreditsScene:update() function CreditsScene:update()
if love.window.hasFocus() then self.frames = self.frames + 1
self.frames = self.frames + 1
end
if self.frames >= 2100 * self.scroll_speed then if self.frames >= 2100 * self.scroll_speed then
playSE("mode_decide") playSE("mode_decide")
scene = TitleScene() scene = TitleScene()
@@ -32,11 +30,7 @@ function CreditsScene:render()
local offset = self.frames / self.scroll_speed local offset = self.frames / self.scroll_speed
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw( drawBackground(19)
backgrounds[19],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.print("Cambridge Credits", 320, 500 - offset) love.graphics.print("Cambridge Credits", 320, 500 - offset)

View File

@@ -81,6 +81,7 @@ function GameScene:onInputPress(e)
scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene() scene = e.input == "retry" and GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) or ModeSelectScene()
elseif e.input == "retry" then elseif e.input == "retry" then
switchBGM(nil) switchBGM(nil)
pitchBGM(1)
self.game:onExit() self.game:onExit()
scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs) scene = GameScene(self.retry_mode, self.retry_ruleset, self.secret_inputs)
elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then elseif e.input == "pause" and not (self.game.game_over or self.game.completed) then

View File

@@ -45,11 +45,7 @@ end
function ConfigScene:render() function ConfigScene:render()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw( drawBackground("options_game")
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.print("GAME SETTINGS", 80, 40) love.graphics.print("GAME SETTINGS", 80, 40)

View File

@@ -20,11 +20,7 @@ function ConfigScene:update() end
function ConfigScene:render() function ConfigScene:render()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw( drawBackground("options_input")
backgrounds["input_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.print("INPUT CONFIG", 80, 40) love.graphics.print("INPUT CONFIG", 80, 40)

View File

@@ -45,11 +45,7 @@ end
function KeyConfigScene:render() function KeyConfigScene:render()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw( drawBackground("options_input")
backgrounds["input_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
for i, input in ipairs(configurable_inputs) do for i, input in ipairs(configurable_inputs) do

View File

@@ -58,11 +58,7 @@ function ModeSelectScene:update()
end end
function ModeSelectScene:render() function ModeSelectScene:render()
love.graphics.draw( drawBackground(0)
backgrounds[0],
0, 0, 0,
0.5, 0.5
)
love.graphics.draw(misc_graphics["select_mode"], 20, 40) love.graphics.draw(misc_graphics["select_mode"], 20, 40)

View File

@@ -36,6 +36,8 @@ function ReplayScene:new(replay, game_mode, ruleset)
self.game.pause_time = replay["pause_time"] self.game.pause_time = replay["pause_time"]
self.replay = deepcopy(replay) self.replay = deepcopy(replay)
self.replay_index = 1 self.replay_index = 1
self.replay_speed = 1
self.show_invisible = false
DiscordRPC:update({ DiscordRPC:update({
details = "Viewing a replay", details = "Viewing a replay",
state = self.game.name, state = self.game.name,
@@ -44,18 +46,22 @@ function ReplayScene:new(replay, game_mode, ruleset)
end end
function ReplayScene:update() function ReplayScene:update()
local frames_left = self.replay_speed
if not self.paused then if not self.paused then
self.inputs = self.replay["inputs"][self.replay_index]["inputs"] while frames_left > 0 do
self.replay["inputs"][self.replay_index]["frames"] = self.replay["inputs"][self.replay_index]["frames"] - 1 frames_left = frames_left - 1
if self.replay["inputs"][self.replay_index]["frames"] == 0 and self.replay_index < table.getn(self.replay["inputs"]) then self.inputs = self.replay["inputs"][self.replay_index]["inputs"]
self.replay_index = self.replay_index + 1 self.replay["inputs"][self.replay_index]["frames"] = self.replay["inputs"][self.replay_index]["frames"] - 1
if self.replay["inputs"][self.replay_index]["frames"] == 0 and self.replay_index < table.getn(self.replay["inputs"]) then
self.replay_index = self.replay_index + 1
end
local input_copy = {}
for input, value in pairs(self.inputs) do
input_copy[input] = value
end
self.game:update(input_copy, self.ruleset)
self.game.grid:update()
end end
local input_copy = {}
for input, value in pairs(self.inputs) do
input_copy[input] = value
end
self.game:update(input_copy, self.ruleset)
self.game.grid:update()
DiscordRPC:update({ DiscordRPC:update({
details = "Viewing a replay", details = "Viewing a replay",
state = self.game.name, state = self.game.name,
@@ -69,6 +75,11 @@ function ReplayScene:render()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3) love.graphics.setFont(font_3x5_3)
love.graphics.printf("REPLAY", 0, 0, 635, "right") love.graphics.printf("REPLAY", 0, 0, 635, "right")
local pauses_y_coordinate = 23
if self.replay_speed > 1 then
pauses_y_coordinate = pauses_y_coordinate + 20
love.graphics.printf(self.replay_speed.."X", 0, 20, 635, "right")
end
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
if self.game.pause_time and self.game.pause_count then if self.game.pause_time and self.game.pause_count then
if self.game.pause_time > 0 or self.game.pause_count > 0 then if self.game.pause_time > 0 or self.game.pause_count > 0 then
@@ -77,10 +88,16 @@ function ReplayScene:render()
self.game.pause_count, self.game.pause_count,
self.game.pause_count == 1 and "" or "S", self.game.pause_count == 1 and "" or "S",
formatTime(self.game.pause_time) formatTime(self.game.pause_time)
), 0, 23, 635, "right") ), 0, pauses_y_coordinate, 635, "right")
end end
else else
love.graphics.printf("?? PAUSES (--:--.--)", 0, 23, 635, "right") love.graphics.printf("?? PAUSES (--:--.--)", 0, pauses_y_coordinate, 635, "right")
end
if self.show_invisible then
self.game.grid:draw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setFont(font_3x5_3)
love.graphics.printf("SHOW INVIS", 64, 60, 160, "center")
end end
end end
@@ -90,6 +107,8 @@ function ReplayScene:onInputPress(e)
e.input == "menu_decide" or e.input == "menu_decide" or
e.input == "retry" e.input == "retry"
) then ) then
switchBGM(nil)
pitchBGM(1)
self.game:onExit() self.game:onExit()
loadSave() loadSave()
love.math.setRandomSeed(os.time()) love.math.setRandomSeed(os.time())
@@ -104,6 +123,20 @@ function ReplayScene:onInputPress(e)
self.paused = not self.paused self.paused = not self.paused
if self.paused then pauseBGM() if self.paused then pauseBGM()
else resumeBGM() end else resumeBGM() end
elseif e.input == "left" then
self.replay_speed = self.replay_speed - 1
if self.replay_speed < 1 then
self.replay_speed = 1
end
pitchBGM(self.replay_speed)
elseif e.input == "right" then
self.replay_speed = self.replay_speed + 1
if self.replay_speed > 99 then
self.replay_speed = 99
end
pitchBGM(self.replay_speed)
elseif e.input == "hold" then
self.show_invisible = not self.show_invisible
end end
end end

View File

@@ -14,8 +14,12 @@ function ReplaySelectScene:new()
replay_file_list = love.filesystem.getDirectoryItems("replays") replay_file_list = love.filesystem.getDirectoryItems("replays")
for i=1,#replay_file_list do for i=1,#replay_file_list do
local data = love.filesystem.read("replays/"..replay_file_list[i]) local data = love.filesystem.read("replays/"..replay_file_list[i])
local new_replay = binser.deserialize(data)[1] local success, new_replay = pcall(
replays[#replays + 1] = new_replay function() return binser.deserialize(data)[1] end
)
if success then
replays[#replays + 1] = new_replay
end
end end
table.sort(replays, function(a, b) table.sort(replays, function(a, b)
return a["timestamp"] > b["timestamp"] return a["timestamp"] > b["timestamp"]
@@ -43,8 +47,6 @@ function ReplaySelectScene:new()
end end
function ReplaySelectScene:update() function ReplaySelectScene:update()
switchBGM(nil) -- experimental
if self.das_up or self.das_down or self.das_left or self.das_right then if self.das_up or self.das_down or self.das_left or self.das_right then
self.das = self.das + 1 self.das = self.das + 1
else else
@@ -74,11 +76,7 @@ function ReplaySelectScene:update()
end end
function ReplaySelectScene:render() function ReplaySelectScene:render()
love.graphics.draw( drawBackground(0)
backgrounds[0],
0, 0, 0,
0.5, 0.5
)
-- Same graphic as mode select -- Same graphic as mode select
--love.graphics.draw(misc_graphics["select_mode"], 20, 40) --love.graphics.draw(misc_graphics["select_mode"], 20, 40)

View File

@@ -29,11 +29,7 @@ function SettingsScene:update() end
function SettingsScene:render() function SettingsScene:render()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw( drawBackground("options_game")
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.print("SETTINGS", 80, 40) love.graphics.print("SETTINGS", 80, 40)

View File

@@ -46,11 +46,7 @@ end
function StickConfigScene:render() function StickConfigScene:render()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw( drawBackground("options_input")
backgrounds["input_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
for i, input in ipairs(configurable_inputs) do for i, input in ipairs(configurable_inputs) do

View File

@@ -73,11 +73,7 @@ local block_offsets = {
function TitleScene:render() function TitleScene:render()
love.graphics.setFont(font_3x5_4) love.graphics.setFont(font_3x5_4)
love.graphics.setColor(1, 1, 1, 1 - self.snow_bg_opacity) love.graphics.setColor(1, 1, 1, 1 - self.snow_bg_opacity)
love.graphics.draw( drawBackground("title_no_icon") -- title, title_night
backgrounds["title_no_icon"], -- title, title_night
0, 0, 0,
0.5, 0.5
)
-- 490, 192 -- 490, 192
for _, b in ipairs(block_offsets) do for _, b in ipairs(block_offsets) do
@@ -99,11 +95,7 @@ function TitleScene:render()
love.graphics.setFont(font_3x5_2) love.graphics.setFont(font_3x5_2)
love.graphics.setColor(1, 1, 1, self.snow_bg_opacity) love.graphics.setColor(1, 1, 1, self.snow_bg_opacity)
love.graphics.draw( drawBackground("snow")
backgrounds["snow"],
0, 0, 0,
0.5, 0.5
)
love.graphics.draw( love.graphics.draw(
misc_graphics["santa"], misc_graphics["santa"],

View File

@@ -34,11 +34,7 @@ end
function TuningScene:render() function TuningScene:render()
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw( drawBackground("options_game")
backgrounds["game_config"],
0, 0, 0,
0.5, 0.5
)
love.graphics.setColor(1, 1, 1, 0.5) love.graphics.setColor(1, 1, 1, 0.5)
love.graphics.rectangle("fill", 75, 98 + self.highlight * 75, 400, 33) love.graphics.rectangle("fill", 75, 98 + self.highlight * 75, 400, 33)

View File

@@ -231,12 +231,15 @@ function Grid:applyBigPiece(piece)
end end
end end
function Grid:checkForBravo(cleared_row_count) -- places where you see this take an argument used the old, buggy method
for i = 0, self.height - 1 - cleared_row_count do function Grid:checkForBravo()
for j = 0, self.width - 1 do for i = 0, self.height - 1 do
if self:isOccupied(j, i) then return false end if not self:isRowFull(i+1) then
end for j = 0, self.width - 1 do
if self:isOccupied(j, i) then return false end
end
end end
end
return true return true
end end

View File

@@ -10,41 +10,10 @@ BigA2Game.tagline = "Big blocks in the most celebrated TGM mode!"
function BigA2Game:new() function BigA2Game:new()
BigA2Game.super:new() BigA2Game.super:new()
self.big_mode = true self.big_mode = true
end local getClearedRowCount = self.grid.getClearedRowCount
self.grid.getClearedRowCount = function(self)
function BigA2Game:updateScore(level, drop_bonus, cleared_lines) return getClearedRowCount(self) / 2
cleared_lines = cleared_lines / 2
if not self.clear then
self:updateGrade(cleared_lines)
if cleared_lines >= 4 then
self.tetris_count = self.tetris_count + 1
end
if self.grid:checkForBravo(cleared_lines) then self.bravo = 4 else self.bravo = 1 end
if cleared_lines > 0 then
self.combo = self.combo + (cleared_lines - 1) * 2
self.score = self.score + (
(math.ceil((level + cleared_lines) / 4) + drop_bonus) *
cleared_lines * self.combo * self.bravo
)
else
self.combo = 1
end
self.drop_bonus = 0
else self.lines = self.lines + cleared_lines end
end
function BigA2Game:onLineClear(cleared_row_count)
cleared_row_count = cleared_row_count / 2
self:updateSectionTimes(self.level, self.level + cleared_row_count)
self.level = math.min(self.level + cleared_row_count, 999)
if self.level == 999 and not self.clear then
self.clear = true
self.grid:clear()
if self:qualifiesForMRoll() then self.grade = 32 end
self.roll_frames = -150
end end
self.lock_drop = self.level >= 900
self.lock_hard_drop = self.level >= 900
end end
return BigA2Game return BigA2Game

View File

@@ -400,6 +400,7 @@ end
function GameMode:onGameOver() function GameMode:onGameOver()
switchBGM(nil) switchBGM(nil)
pitchBGM(1)
local alpha = 0 local alpha = 0
local animation_length = 120 local animation_length = 120
if self.game_over_frames < animation_length then if self.game_over_frames < animation_length then
@@ -982,11 +983,7 @@ function GameMode:drawBackground()
local id = self:getBackground() local id = self:getBackground()
if type(id) == "number" then id = clamp(id, 0, #backgrounds) end if type(id) == "number" then id = clamp(id, 0, #backgrounds) end
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw( drawBackground(id)
backgrounds[id],
0, 0, 0,
0.5, 0.5
)
end end
function GameMode:drawFrame() function GameMode:drawFrame()

View File

@@ -283,7 +283,7 @@ function Marathon2020Game:sectionPassed(old_level, new_level)
) )
else else
return ( return (
(new_level < 2001 and math.floor(old_level / 100) < math.floor(new_level / 100)) or (new_level < 2000 and math.floor(old_level / 100) < math.floor(new_level / 100)) or
(new_level >= 2020) (new_level >= 2020)
) )
end end
@@ -352,9 +352,13 @@ function Marathon2020Game:updateSectionTimes(old_level, new_level)
table.insert(self.section_times, section_time) table.insert(self.section_times, section_time)
self.section_start_time = self.frames self.section_start_time = self.frames
if self.secondary_section_times[section] < cool_cutoffs[self.delay_level] and if (
(section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120) then (self.secondary_section_times[section] < cool_cutoffs[self.delay_level]) and
(section == 1 or self.secondary_section_times[section] <= self.secondary_section_times[section - 1] + 120)
) then
sectionCool(section) sectionCool(section)
else
table.insert(self.section_status, "none")
end end
if section > 5 then if section > 5 then

View File

@@ -143,7 +143,7 @@ end
function Survival2020Game:onPieceEnter() function Survival2020Game:onPieceEnter()
if not self.clear and ( if not self.clear and (
(self.level < 1900 and self.level % 100 ~= 99) or (self.level < 1900 and self.level % 100 ~= 99) or
self.level == 2019 (1900 <= self.level and self.level < 2019)
) then ) then
self.level = self.level + 1 self.level = self.level + 1
end end
@@ -201,7 +201,7 @@ end
Survival2020Game.opacityFunction = function(age) Survival2020Game.opacityFunction = function(age)
if age > 300 then return 0 if age > 300 then return 0
else return 1 - Math.max(age - 240, 0) / 60 end else return 1 - math.max(age - 240, 0) / 60 end
end end
function Survival2020Game:drawGrid() function Survival2020Game:drawGrid()
@@ -249,7 +249,7 @@ function Survival2020Game:drawScoringInfo()
end end
function Survival2020Game:getBackground() function Survival2020Game:getBackground()
return math.floor(self.level / 100) return math.min(19, math.floor(self.level / 100))
end end
function Survival2020Game:getHighscoreData() function Survival2020Game:getHighscoreData()

View File

@@ -8,6 +8,8 @@ SRS.hash = "Standard"
SRS.softdrop_lock = false SRS.softdrop_lock = false
SRS.harddrop_lock = true SRS.harddrop_lock = true
SRS.enable_IRS_wallkicks = true
SRS.MANIPULATIONS_MAX = 15 SRS.MANIPULATIONS_MAX = 15
SRS.wallkicks_line = { SRS.wallkicks_line = {
@@ -108,4 +110,6 @@ end
function SRS:canPieceRotate() return true end function SRS:canPieceRotate() return true end
function SRS:get180RotationValue() return 2 end
return SRS return SRS